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Budzasty

Member Since 23 Oct 2012
Offline Last Active Jan 09 2013 01:32 PM

Posts I've Made

In Topic: Yo, how are thieves not crazy OP?

21 December 2012 - 02:53 AM

tPvP doesn't magically make thief balanced as a class. It makes it balanced because of different goal - defend the point, which thief is terrible at. In simple PvP scenario thief retreats = draw. In tPvP = win. tPvP or not, thief kills as easily and has same retreat options. So stop spreading misinformation that thief is balanced as PvP class in tPvP.

Thief has great offence, great defense and best mobility, no other class can have all three of those. Best solo class capable of winning fights with least risk taken as you can easily just reset fight. Best advice for WvW - not to run solo and not to chase him.

In Topic: WvW Engineer Build thread

19 December 2012 - 09:27 AM

View PostKrill, on 18 December 2012 - 10:48 PM, said:

http://gw2skills.net...zYnxNjcmRFnKmLA

I've more or less settled on that for the usual build. The first slot is a situation kit. Using carrion armor and weapons, rampager accessories, centaur runes, and earth + corruption sigils.
A little more condi damage is better then auto S elixir on 25% health(Blood Injection vs Self Regulated Defense)? o_O

In Topic: GW2 endgame = jump puzzles and mini dungeons.

17 December 2012 - 03:30 PM

There is no such thing as end game in guild wars 2. The only thing that changes with levels is complexity. You get more maps, events, dungeons, skills and traits to choose. And mobs/events gets tougher too. This works like in any game, you want to learn basic first and get more challenge later.

What you do at lvl 80? It's  a bit like sand box game, you choose what you like depending on your personality. Completionists can go for world exploration and legendary items, social/rp peeps for cosmetics/pets/various funny consumables, teamplayers have dungeons/WvW, SPvP are for more competitive guys, explorers have hidden lore/places/mini dungeons all over the maps. Guess I could give more examples but you should get the idea by now.

There is no "raid or die" in this game. You are not punished for not doing WvW or sPvP or dungeons resulting as being inferior. Look at the shitstorm that went after ascendent gear, which is really minor thing(though I still expect ANet to put this gear into all activities - WvW, crafting, dungeons, overworld mobs and exploration). But this was just a beautiful summer rainy day compared to what would you see if they added raid with some uber gear like in every other MMO.

Personally, until I can have 8 lvl 80 that I don't have to put weeks of effort to gear up to a decent level to do whatever I want at the moment, I'm happy quaggan. This was impossible in my old MMOs(LOTRO/WoW), where maintenance around characters was huge. I understand some miss that, but there are plenty MMOs built around gear progression to play.

In Topic: Grenades #1, 30% damage reduction...how bad?

17 December 2012 - 11:20 AM

For a skill shot that works 100% only in melee range(which looks awesome on target dummies but not in reality when you and mobs move), that is mainly decent offensive condition utility now(poison, chill, blind and bleed), going 30 points for grenades is imho simply not worth it and they suck as base kit. Might be nice condi damage for bossfight, but then we all know about condition limitations. For general PvP any skilled opponent will simply run sideways unless you toss it at melee range.

In Topic: Grenades #1, 30% damage reduction...how bad?

16 December 2012 - 09:55 AM

I'd like to point one thing for all theory and number crunching. Grenades are skill shot, which means you have to put the effort to hit with them, and target have to ignore red circle. Easily to experience when you target fast moving mob in PvE, like risen thrall iirc. In every game skill shots give higher reward because they are harder to land. Can't really compare them to say rifle #1 shot as it's much easier to land.